A solution to faction lockouts needs to be addressed before they remove the travel to player function. It should allow any character to select any campaign but have a lockout of 30 minutes or more when attempting to jump into the campaign after participating from an alternate faction. The strategies can move quickly sometimes that I think a 30 minute or slightly longer lockout would prevent "Spies" (is that still a thing lol?) from taking advantage of it.
A solution to faction lockouts needs to be addressed before they remove the travel to player function. It should allow any character to select any campaign but have a lockout of 30 minutes or more when attempting to jump into the campaign after participating from an alternate faction. The strategies can move quickly sometimes that I think a 30 minute or slightly longer lockout would prevent "Spies" (is that still a thing lol?) from taking advantage of it.
Removing the t2p will also lower the zerg sizes which will help with lag. With the removal of former emp buffs, it will also create a more defensive atmosphere. When these two things go into affect, I hope there will be a way to leave a campaign, so people with multiple toons won't be permanently locked into a campaign.
Saint_JiubB14_ESO wrote: »A solution to faction lockouts needs to be addressed before they remove the travel to player function. It should allow any character to select any campaign but have a lockout of 30 minutes or more when attempting to jump into the campaign after participating from an alternate faction. The strategies can move quickly sometimes that I think a 30 minute or slightly longer lockout would prevent "Spies" (is that still a thing lol?) from taking advantage of it.
Spies are still a thing, but I don't think that is the main reason for the change. Anyway, I think 30 would be too short, it isn't even a full score evaluation so I'd say bump it up to 1 hour at least.